Tuesday, December 17, 2013

Happy to announce that "Rutherford B., Who Was He?"- written by Marilyn Singer, is in stores today! I've posted some images from the process and the final art from the book. Such a challenge to depict all the U.S. Presidents, who had really different legacies, with a similar visual tone. It is a great book to give kids a literary and visual hook to remember something from each of the presidents. The images create metaphors and environments that help illuminate their contributions to our history.

I always love doing cover sketches- a few other ideas for the final cover art.

These created the impression the book was only about President Rutherford B. Hayes.

Tuesday, November 26, 2013

Great news from Society of Illustrators, I got four entries accepted into the 56th Annual Show, the juried show of the very best illustrations from 2012-2013.

Everything I Can Draw From Star Wars From Memory - for a Star Wars fan show at Gallery Nucleus.

The Sittin' Up, a young adult book jacket for Penguin.

Two of the entries are in the form of a series. A group of five spreads from my Drawing in Church sketchbook, and a selection of 8 images from my new kids book Rutherford B. Who Was He? Thanks to the Society of Illustrators and my great art directors, Rotem Moscovich and Cecilia Yung.

I've had a lot of response about how helpful this idea has been, so I introduced the exercise to my seniors. With their permission I'm posting some their lists, they are both hysterical and prophetic. It is easy to see how a person's visual interests line up with what kinds of ideas they are drawn to, literally, in their work. Having this list in your studio is a way to remind you to connect your point of view conceptually to an object you enjoy creating.

Tuesday, January 15, 2013

An image for Entertainment Weekly on new Bible epics being filmed currently, Steven Spielberg is doing a Moses film, Will Smith is directing a movie about Cain and Able, Brad Pitt is portraying Pontius Pilate and Russel Crowe is filming a version of Noah's Ark. Did I get the call for this because I read the Bible? You decide.

Thursday, January 03, 2013

Tonight I'll be speaking at Society of Illustrators with
Aaron Duffy, a former student I had the pleasure to teach during my first year
at Washington University. You can see much of his touching and moving work here. When I met him, he was a very stubborn and driven student, with distinct
(if not totally clear) stories that he wanted, or indeed, had to tell. Today, Aaron's work shines for its
singularity and heart, in a field where clear voices are often diluted in risk-adverse corporate advertising. He is an example of the kind of student that I love to teach.
He was never afraid to take the risk of solving a problem in his own language.
Ultimately, even when given limitations, Aaron created the problems he wanted
to solve. Tonight, through our recent work, Aaron and I will be talking about
these two questions.

From a student: How do I find my voice?

From a professor: How do I teach others to find their voice?

As someone who has experienced both sides of this equation,
let me share a few thoughts about searching, discovering and knowing when
you've found your own voice in your work.

Illustrators and commercial artists often make the mistake
of being too good at solving the problem. Meaning they let the limitations of
the project overly influence how they solve the problem. When I give my
student's an assignment I always tell them the same thing. "At any point
in this assignment, if you are unhappy with what you are drawing, it is your
fault. Not mine." Illustrators, not art directors, are in charge of
designing content that they will love to create. You can start simply: make a
list of things you like drawing. My list looks something like this...

Bridges collapsing

Foxes having tea

Goofy hats and beards

Ray guns

Cute robots

Ugly robots

Boats sinking

WW I gear

Animals with swords

Magic fish

Unmanicured trees

Holy things

Old presidents and kings

19th Century misunderstood abolitionists

on and on...

Make a list that has 100 things on it- and pin it up in your
studio. Make a habit of inserting these subjects into your drawings and, even
better, into your illustration solutions. Learning to solve a project in a world that you enjoy is a
huge part of finding your voice. The reason why is so simple it almost escapes
notice: When we make things we enjoy,
our work gets better.

Marshall Arisman has spoke about this at length for years,
including at ICON7 last June, and I will echo his wisdom. His MFA program at
The School of Visual Arts was founded on teaching illustrators to no longer
define themselves by their assignments. Illustrators from the 60's and 70's (the
golden age of agency illustration) languished in the late 80's and 90's because
they were not trained to be authors of their own material. These illustrators had
become great craftsmen and great thinkers as well, but when there were no
assignments given anymore, they grew bitter and unable to generate work without
a client's prompting.

I teach my students to be, ultimately, what I call
First-Order-Creatives. Now, before I clarify this statement, let me say that
this structure has nothing to do with inherent value
or skill sets required for each.

Third Order Creatives:Manifesting Content

A visual creation that is only concerned with forms.
The artist is hired to deliver art and nothing beyond the created objects.

Some examples:

• Rendering fur/textures on an animated film

• Drawing a castle for an advertisement

• Illustrating a picture book in the style of another
artist/ character set

Second Order Creatives:
Framing Content

The artist is both visual creator and conceptual developer.
Though they don't define the problem, the artist brings both form and content
to the solution.

Some examples:

• Concept artist for video game or feature film

• Illustrating an Op-Ed piece in the New York Times

• Illustrating a children's book written by another
author

First Order Creatives:Authoring Content

The artist is not only drawing the forms, and delivering the
concept, but authoring the problem they eventually solve.

Some examples:

• Artist created comics/ Graphic Novels

• Visual Reportage

• Writing and illustrating books for children

• Auteur short films/animations

Let me say again, every artist who wakes in the morning with
the privilege of drawing for a living should be grateful. This structure isn't
about who is better or higher paid, it is to clarify thinking about how a
career in the commercial arts can be lasting and adaptable. The higher you
reside, IMHO, the better chance you have of creating a flexible and rewarding career
in the commercial arts (that doesn't end in bitterness). Teaching students to
author their own content is tricky, as you need the skills of the order below
to be the best at the one above.

Simply put, don't wait for people to call you. Make drawings
and make stories and make ideas that are yours alone.

As mentioned above, it is so easy during art school and
professional training to forget that you started drawing because you enjoyed
it. No matter what age that was, I guarantee that you weren't forced into
drawing. In fact, you probably stopped merely enjoying it and began to love it.
But, at some point, it is easy to assume "becoming a professional
artist" is a very different goal than "enjoying oneself." Finding your visual voice has so much to do
with finding joy in your work.

I hate when students talk about "style" - even
though I fully empathize with the crisis. "What is my style? What is the
best style? Do I just have to pick a style? Can I have more than one?"
These questions are sincere and of course VERY critical to each and every
artist who has ever thought it. But, in my experience, so very rarely are these
questions linked to enjoyment. Usually what someone wants to be told is what he
or she is "best at." Meaning that what they want or are passionate
about doing has very little to do with finding what will give them professional
success. Your voice is yours alone. Finding it can only come by following your
own interests, influences, passions and personal longings. This is very
different than finding something that is 'marketable.'

I spent 7 years in art school education, trying to
make myself as marketable as I possibly could, and I've spent the last 10 years as a professional trying to undo the process and get back to the
core of where I started. Joy in making.

Just because I love to keep a sketchbook doesn't mean that
you will. In fact, I can think of many amazing and successful artists that
don't keep sketchbooks. But here is what I will say about a sketchbook, whether it
is a passion or a discipline, it will teach you things you can find nowhere
else.

A sketchbook can teach you to connect the habits of making
to the creation of ideas. The discipline of daily drawing is vital to this
connection. It is important to leave the screen and enter the pages of
sketchbook for the very realization that drawing is hard. The “Command-Z”
culture of screen-based design can turn lifelong drawers into tentative image-makers
- weary of putting down a line that isn't perfect (and in PEN!?).

Start drawing every day what emerges three months later is
an invaluable logbook of ideas, ruminations and explorations. This collection
of drawings often presents a much more integrated picture of a student’s visual
interests and ideas than they had realized. A sketchbook isn’t just “drawing
homework,” but an opportunity to discover the core of what makes you an artist.
What is a sketchbook, really? Is it just a portable drawing surface, or a less
polished version of an artist’s vision? Or is it something completely
different? Stop seeing your sketchbook as shorthand- and see it as a
playground. The privilege of making pictures for a living carries with it the
risk of turning your drawings into mercenaries. We must remember to play.

“Our best successes come from projects that teeter on the
edge of failure” -Aaron Duffy

My students struggle with failure, mostly because many of
them have never seen it as valuable data. But, lets be honest, we all hate
failing. We all hate when a risk we took doesn't work out. But, if you are
looking for your visual voice, then you can't be cautious. You have to make
stuff all the time, and be unafraid of when it goes bad. In fact, getting it
right the first time is not normal.
Early, fast success that isn't tied to an iterative process can actually
hinder growth later in your career. Good work will seem like it came from magic/luck, not from hard work/process driven thinking and refinement. Seeing failure as merely the remnants of a
bad choice is undermining the value of iteration. Process depends on iteration,
and iteration must have failure for us to find the best solutions.

___

This stuff is not new. But it helped my students, so I hope it can be encouraging to you.

I was looking through some of my older tear sheets last
week, and was overcome with a sense of gratitude for my career. Flipping through published failure after published failure, it felt as
though I've made a career out of smoke and mirrors. So much of that work was amateurish and blind to it's own limitations! But the moral of the
story is that I just kept making, I just kept drawing and ultimately my ability
caught up with my desire. Truly, I'm living proof that talent is over-rated... hard work and desire trump all.

Hope to see you at the lecture tonight. 6:30pm at Society of
Illustrators, New York. 128 E. 63rd St.

Wednesday, December 19, 2012

I found this great War deck in some things I had collected from my grandmother's farm house, and played a game with my son the other day. This is the very deck I spent hours playing with as a child, and really was struck by how great the illustrations are. Great colors and weird choices made all around. They are of a certain era to be sure, but I think they are really great.